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Special Conversion Thread: Moldvay's Undead

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We should state what sort of action it is to reform, and whether reformation provokes an attack of opportunity.
 

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It'd be cooler if it was move and no, methinks. That way, they could disassemble, reassemble and stab somebody in the back next turn.

Move and yes as a compromise, perhaps?
 


You guys have me convinced as well. ;)

Each dry bones has 4 HD (with 32 hp)but attacks as a 1-HD creature
How do you want to handle that? HD=base creature racial HD (min 1) +3? Ignore the bit about attacking as 1HD and just use BAB as usual?
 



Here's a shot at the template, then. I think all that needs tweaking now is the CR table.

Creating a Dry Bones

"Dry Bones” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice gained from class levels and keep only racial Hit Dice (to a minimum of 1). Increase this number of HD by three and raise Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can’t be made into a dry bones by the animate dead spell.

Speed: Winged dry bones can’t use their wings to fly. If the base creature flew magically, so can the dry bones.

Armor Class: Natural armor bonus changes to a number based on the dry bones’s size:
Size Bonus
Tiny or smaller +0
Small +1
Medium or Large +2
Huge +3
Gargantuan +6
Colossal +10

Attacks: A dry bones retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the dry bones can strike with each of its claw attacks at its full attack bonus. A dry bones’s base attack bonus is equal to 1/2 its Hit Dice.

Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the dry bones’s size. (If the base creature already had claw attacks with its hands, use the dry bones claw damage only if it’s better.)
Size Damage
Diminutive or Fine 1
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8

Special Attacks: A dry bones retains none of the base creature’s special attacks.

Special Qualities: A dry bones loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A dry bones gains the following special qualities.

Immunity to Cold (Ex): Dry bones are not affected by cold.

Damage Reduction 5/Bludgeoning: Dry bones lack flesh or internal organs.

Deceiving Death (Ex): In any round in which a dry bones is struck for 8 or more points of damage (whether the damage bypasses the creature’s damage reduction or not), the creature slumps to the ground, seemingly destroyed. If it is currently grappling another creature, it releases its hold when is falls. A character viewing the dry bones's destruction can make a DC 20 Sense Motive check to see through the ruse. Necromancers get a +2 competence bonus on their check. The dry bones may reform after a full round as a move action that does not provoke an attack of opportunity.

If so commanded, a dry bones can lie in its pile of bones state until a specific condition is triggered (such as "Lie here until a trespasser enters the room"

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A dry bones’s Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

Skills: A dry bones has no skills.

Feats: A dry bones loses all feats of the base creature and gains Improved Initiative.

Environment: Any, usually same as base creature.

Organization: Any.

Challenge Rating: Depends on Hit Dice, as follows:
Hit Dice Challenge
Rating
1/2 1/6
1 1/3
2–3 1
4–5 2
6–7 3
8–9 4
10–11 5
12–14 6
15–17 7
18–20 8

Treasure: None.

Alignment: Always neutral evil.

Advancement: As base creature (or — if the base creature advances by character class).

Level Adjustment: —.
 

Lookin' good.

Since undead increase +1 CR per 4 additional HD, I'd say we could just raise each tier by 1 and probably be within reason.
 

So it should look like:

Hit Dice Challenge Rating
4–5 2
6–7 3
8–9 4
10–11 5
12–14 6
15–17 7
18–20 8

Or add +1 to all those CRs?
 

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